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GNS - does one preclude another?
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<blockquote data-quote="Ariosto" data-source="post: 5124638" data-attributes="member: 80487"><p>"Narrativist", in the Forge GNS sense, seems sometimes to come down rather literally to what Hussar described above: exploring <strong>an</strong> emotional response or theme. Such a narrow focus is unlikely to satisfy my "simulationist" desires (or interest in a replay).</p><p></p><p>Broadening the scope to include <em>more than one</em> emotional response, and at the least a very wide-reaching and flexible premise, opens up more possibilities. Here are a couple of candidates in my mind:</p><p></p><p><strong>Call of Cthulhu</strong> very rarely, in my experience, actually produces the affect of horror. (Lovecraft's fiction does not do that for everyone, either, but the game's tendency is I think due to a different tenor.) However, there is a continuous thread -- conveyed partly via the Sanity rules -- of standing against what is in the end irresistible, a sacrifice that yet is not futile in that it stays a while the hand of doom. </p><p></p><p><strong>King Arthur Pendragon</strong> has rules for Character Traits and Passions that seem the epitome of Narrativist tools. The focus is on the Warrior's role, in the context of an emerging code of Chivalry that sometimes pits pagan and Christian virtues against each other. The bigger picture is <em>really</em> big, a generation passing and another being born as the saga plays out. It's also 'narrativist' in the (more common, I think) interpretation of being about "telling stories". There are a great many stories woven into the epic tapestry of the Arthurian myth, and players generally cannot help but be conscious of their roles in a "twice-told tale" even if their characters are not.</p><p></p><p>Both games employ variations on Chaosium's Basic Role Playing system, which is a favorite of mine for its emphasis on 'simulationism' in both senses (Forge and 'common').</p></blockquote><p></p>
[QUOTE="Ariosto, post: 5124638, member: 80487"] "Narrativist", in the Forge GNS sense, seems sometimes to come down rather literally to what Hussar described above: exploring [B]an[/B] emotional response or theme. Such a narrow focus is unlikely to satisfy my "simulationist" desires (or interest in a replay). Broadening the scope to include [I]more than one[/I] emotional response, and at the least a very wide-reaching and flexible premise, opens up more possibilities. Here are a couple of candidates in my mind: [B]Call of Cthulhu[/B] very rarely, in my experience, actually produces the affect of horror. (Lovecraft's fiction does not do that for everyone, either, but the game's tendency is I think due to a different tenor.) However, there is a continuous thread -- conveyed partly via the Sanity rules -- of standing against what is in the end irresistible, a sacrifice that yet is not futile in that it stays a while the hand of doom. [B]King Arthur Pendragon[/B] has rules for Character Traits and Passions that seem the epitome of Narrativist tools. The focus is on the Warrior's role, in the context of an emerging code of Chivalry that sometimes pits pagan and Christian virtues against each other. The bigger picture is [I]really[/I] big, a generation passing and another being born as the saga plays out. It's also 'narrativist' in the (more common, I think) interpretation of being about "telling stories". There are a great many stories woven into the epic tapestry of the Arthurian myth, and players generally cannot help but be conscious of their roles in a "twice-told tale" even if their characters are not. Both games employ variations on Chaosium's Basic Role Playing system, which is a favorite of mine for its emphasis on 'simulationism' in both senses (Forge and 'common'). [/QUOTE]
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